/Engine/Source/Runtime/GeometryCore/Public/Operations/EmbedSurfacePath.h
TODO: not clear if we need this  helper to find the shared triangle (if it exists) that we could traverse to connect two surface points. this gets a bit hairy and it's easier to keep track of the traversed triangles during the mesh walk that creates any path in the first place static int FindSharedTriangle(const FDynamicMesh3* Mesh, const FMeshSurfacePoint& A, const FMeshSurfacePoint& B);
True if the Path exactly sticks to the mesh surface, and never jumps to disconnected elements
bool IsConnected() const